Terra Invicta
by Pavonis Interactive · 26 Sep, 2022
72 downloads
About the Game
An extraterrestrial probe is detected approaching Earth. Unknown to humanity, an alien force has arrived in the far reaches of the icy Kuiper Belt and has begun mining a dwarf planet to prepare for an invasion.
With Earth’s nations unable to unite to address the alien arrival, transnational groups of like-minded political, military, and scientific leaders develop covert channels to coordinate a response. With the aliens' motives uncertain, factions emerge, driven by hope, fear, or greed.
You will control one of these factions.
The Resistance works to form an alliance of nations to mount a coordinated defense
Humanity First vows to exterminate the aliens alongside any who sympathize with them
The Servants worship the aliens and believe they will solve all the troubles of the world
The Protectorate advocates negotiated surrender as the only means to avoid annihilation
The Academy hopes the alien arrival heralds the opportunity to form an interstellar alliance
The Initiative seeks to profit from the chaos and destruction
Project Exodus plans to build a massive starship and flee the Solar System
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A distant anomaly, a mysterious crash site, and a spike in reported disappearances. Could this truly be humanity's first contact with extraterrestrial lifeforms? As your field agents investigate sightings and your scientists race to explore new fields of research, you will slowly learn the truth behind the alien arrival.
From early sightings and UFO crash sites to rampaging alien megafauna and robotic armies, it will rapidly become clear that the other six human factions are not your sole competition. Throughout the game, illustrated events will present you with difficult choices as you investigate growing alien activity on Earth. Uncover the mystery of the aliens’ origins and motives – unless, of course, you are Humanity First, and all that matters to you is extermination.
Terra Invicta has a global research system that creates opportunities for both competition and cooperation. Shared scientific advancement unlocks private engineering projects. Factions can choose to focus on private projects, at the cost of weakening Earth as a whole and ceding influence over global research direction to other factions with different priorities. Left unchecked, factions like the Servants or the Initiative may steer the world’s efforts toward developing methods of social control, rather than propulsion or weapon systems.
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You begin on Earth as the head of a shadowy organization devoted to your chosen ideology. The aliens are coming – soon – but your first enemies (and perhaps allies) will be other human factions.
Lead a faction united by ideology, rather than a nation defined by territory. This is a stark change from most strategy games – in Terra Invicta, you will not paint the map with the colors of some chosen nation. Instead you will rule from the shadows and compete with other factions for control points representing a region's military, economic, and political leadership.
Geopolitics is your sandbox – unite or break apart nations as best serves your ends, while using those under your influence to conduct proxy wars against the other six factions. Earth’s regions are modeled in detail, from educational levels and unrest to GDP and inequality. Gaining command over regions with great monetary wealth and military power can allow you to implement your will on Earth, but the war for the Solar System will not be won without also securing regions containing space launch facilities.
Enact your will through a council of politicians, scientists, and operatives sent around the world (and even into space). The starting abilities of these councilors will improve through gaining experience and acquiring control over powerful organizations like intelligence agencies or wealthy corporations. A veteran commander may make the perfect choice to lead a tactical team under the council’s direction, while an experienced diplomat works to secure the funding needed to resist the alien invasion.
Seek out like-minded populations and politicians and take actions to convert followers of opposing ideologies. Public opinion is modeled along multiple axes – the Servants’ alien worship and the Protectorate’s advocacy of negotiated surrender may largely align in terms of support or opposition to the aliens, but events that show the aliens can be defeated have the potential to convince followers of the Protectorate that resistance is a realistic choice.

Terra Invicta bridges the gap between our modern-day world and the vast interstellar empires of other space strategy games, asking you to take humanity’s first steps in colonizing our Solar System, where over 300 asteroids, moons, and planets in constant motion create an ever-changing strategic map.
Take your faction beyond the confines of Earth, building space stations to act as shipyards and fuel depots, constructing mining stations to acquire advanced resources, and establishing bases to serve as research or construction facilities. Terra Invicta zooms into the strategic geography of the Solar System, presenting space not as a series of isolated stars that you order units to move to and from, but rather a rich and varied landscape of asteroids, moons, dwarf planets, gas giants, and other celestial bodies creating texture and tactical opportunities at every turn.
The expansive map is constantly shifting as celestial bodies orbit the Sun. This means your space stations and forward operating bases are constantly moving as well, forcing you to plan accordingly and adapt to the evolving circumstances – your colonies among the Jovian moons could find that a once-distant alien military outpost or Initiative privateering base has suddenly become a close neighbor.
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Terra Invicta explores what might be – how colonies on Mars might function, what plausible engines could power our spaceships, and the nature of how space colonization and warfare might proceed. Players may find themselves establishing a mining base on the asteroid 16 Psyche after noticing it is rich in metals – and then learn that in our world NASA is planning The Psyche Mission for the same reason.
Exploring and eventually colonizing space will require access to many resources: water for life support and propellant, metals for manufacturing, fissiles for nuclear drives and weapons, and more. At the start, you’ll have no choice but to acquire such resources on Earth and suffer the high cost of using rockets to escape Earth’s gravity, but over time you’ll increasingly choose to instead rely on asteroid mining and other means of securing local supply.
Spaceship design in Terra Invicta draws from the best of scientific speculation and hard science fiction. You can design your own ships, selecting from an array of weapons, drives, and other modules to place on a variety of hulls, ensuring each ship has the right mix of fuel capacity, maneuverability, and other capabilities.
Tactical combat is built around a realistic simulation of Newtonian physics, where momentum and maneuver in 3D space are just as important as the firepower your ships carry. Fire missiles and use point defense cannons to destroy incoming projectiles; build up momentum then swing hard to bring the enemy into your firing arcs; or grapple with the difficult decision to retract radiators and sacrifice heat dissipation to achieve better armor against an incoming enemy barrage.
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Terra Invicta is built with modding support in mind, and much of the game is accessible to modders without a coding background. We hope that the Solar System setting and geopolitics simulation will provide a useful framework for modders to realize their own creative visions.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Greetings Terrans!
Today's medium-sized update to Terra Invicta includes an overhaul of the trade AI and a number of other bugfixes. Prior 1.0 saves will be compatible, although you may see the AI change its behavior pretty quickly in some cases.
Here's how our AI dev described the changes to trade:
"The goal is to make the AIs better at finding larger, more mutually beneficial trades, as well to generally improve and standardize the trade logic. I believe these changes improve their gameplay by allowing them to use each other as a resource to fill in gaps, as well as to make it harder for the player to take advantage of (exploit) them.
"The big new idea is trade categories. Right now, that's resources, habs, orgs, projects, and treaties. Each category is scored separately when scoring a Trade Agreement. For example, factions subtract the scores of the orgs they are giving away from the orgs they are receiving. After each category is scored, they add up the net positives and the net negatives (also separately). Net negatives are scored 3x higher. This means that if you try to trade one category for the other, you have to large premium. This is not a big deal generally for AI-AI trades because they can trade in kind for the most part. But it makes it much more expensive for players to do asymmetric trades, taking advantage of the difficulty to compare something like orgs and habs.
"When selecting items to trade, AIs now look at two key metrics - the overall size of the item, measured in terms of how high its score is, and the "efficiency" of the trade (efficiency being the more important metric). Efficiency is defined by the ratio of the Faction A's score for the item to Faction B's score. This efficiency based trading makes it more likely that both parties will give a positive evaluation of a Trade Agreement."
We've also updated the 2026 scenario starting conditions in a few places in line with world events as of the beginning of February.
Barring any critical hotfixes, our next build may take a little longer before it reaches the default branch. We're removing a restriction on adding new text, which means we will be sending the build to our translation teams before we make it live on our default branch. We will be putting early builds on our beta branches on Steam and would welcome brave souls willing to test them out and letting us know how well our changes are working.
Changelog
1.0.30 through 1.0.32 --The full list of fixes and other changes is too long to include but can be found here.
Steam Reviews: Your Feedback Matters
If you’ve been playing Terra Invicta and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.
It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.
Join the Terra Invicta Community
You can find the Terra Invicta community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord and our forums for those who want to follow changes closely, and there is a community-run wiki available if you are looking for reference material or answers to common questions.
[dynamiclink href="https://store.steampowered.com/app/1176470/Terra_Invicta/"]
Another small stability update addressing a number of issues reported by players. Larger patch fixing a number of gameplay bugs plus an overhaul of faction trading AI is still in the works but we hope to have it on our Beta branches soon.
Stability fixes
- 5945 - fixed notification crash when conquering army is destroyed at the same time it conquered alien nation.
- 5949 - Councilor recruit screen now refreshes on monthly update preventing crash when running clock and trying to recruit a councilor that no longer exists
- 5952 - Fixed crash when typing in a negative symbol into a resource quantity when trading with another faction
- Fixed end of combat crash where proposal to mutually end combat early attempted to process after combat already concluded.
- 5954 - fixed crash when scuttling last ship in a fleet with a councilor on board with a base but no station nearby
- OperationCanvasController.OnConfirmOperation() : If target is null, close action panel. Issue #5944
- GetBestOperation() bugfix : Filter nearbyFleets and nearbyHabs to ensure they are valid. Issue #5943
- AddShipyardToFaction() bugfix : FixupFleet goal with a null target results in NRE. Issue #5942
- TIOperationTargeting.SetDefaultTarget() : Added safety code here to avoid crashing if there are no valid targets. Issue #5911
- 5959 - Fixed crash when deselecting a selected ship in combat with ctrl-click when the bottom center UI panel closed and waypoints are disabled.
- [#5957] Fixed an issue where a certain configuration of Unity UI and TMP components could cause the Hab Manager to freeze the game
- 5961 - Fixed crash when clicking councilor icon above the ship model that no longer has the councilor on board
-- #5958 When a region is annexed with the "destroy armies" flag set, STO fighters stationed there will be destroyed too
- When a region is annexed from the alien nation, STO fighters will be destroyed regardless. This is part of a fix for a crash bug when someone annexed an alien nation region with exofighters before exofighter tech had been unlocked (which the alien's don't need)
- #5946 fix a crash where the AI started reacting to bombardment reinitializing during save load
- #5947 operations menu will now close when a set policy prompt occurs. This prevents a crash where someone was giving orders to armies when the policy menu popped up
- #5967 - Attempt fix for crash when somebody clicked "finish-combat-by-autoresolve" option the moment their last ship was destroyed, now button will turn off in the same frame the end conditions are met
Modding support
- Add code support for faction-quasi-destruction mod by restoring ability to have negative influence base income. The TIGlobalConfig allowNegativeInfluenceBaseIncome will have to be added and set to true for it to work. Thanks to players for letting us know we'd accidentally disabled this while fixing other issues.
- #5619 Fixed crash when interacting with a destroyed hab from a module complete notification. Added some general safety code when requesting hab screen to open to a hab from other UIs
- #5927 safety code for a crash when the AI is checking its goals
- ensure an org going to a faction's unassigned pool is not in another faction's unassigned pool, should address unreproducible crash reported by player
- 5875 - player can no longer perform operations while a narrative event is pending. Prevents the game from softlocking when a related gamestate is interfered with. (Somebody got clever and tried to scuttle a ship that just blew up in an event)
- 5853 - No longer possible to save during an ongoing combat autoresolve. This prevents save corruption.
- fixed crash when trying to use destroy hab operation while docked hab was already processing a marine assault operation
- 5919 - fixed crash caused by armies attempting to build queued path to themselves when giving a deploy op to multiple armies in non-adjacent regions.
- 5920 - attempt fix for rare nation info panel tooltip crashes after nation info panel is closed
- Fixed a crash when trying to sort the hab list if a hab was destroyed while the list was open
Content
- Updated some illustrations
- Fixed a crash when clicking a fleet in docked fleet list in spaceobjectdetail hab view after scuttling the last ship in it
- Fixed a crash when no player habs are on screen in the hab list while viewing a certain step of the habs tutorial
Be sure to check out the 1.0 release trailer down below, too.
To the Community: Thank You
We do want to thank everyone who has supported us through this journey, whether you've been with us since the Long War days or just launched the tutorial for the first time. Your feedback, gameplay accounts, and bug reports have been invaluable.If you haven't already, we would deeply appreciate it if you would leave your thoughts in a review on Steam or whatever platform you purchased the game on. Reviews can make a huge difference for the game as it releases into 1.0 by helping people decide if Terra Invicta is for them.
Save Compatibility, Additional Notes, and the Roadmap
For EA players, your RCxx saves should be compatible with the launch build. So if you are playing RC13a or RC25, you should have no issues playing version 1.0.25 or later. We also expect older 0.4 saves to be technically compatible with the launch version, although the changes will be significant and your campaign may go in odd directions. We are keeping build 0.4.90a available on a rollback branch on Steam if you want to continue playing that.And while this is a major milestone, our work is not finished. In the short term we'll be cleaning up any outstanding issues and in the medium term we'll be reading feedback and looking for ways to improve the UI and AI. Long-term, what we'll be working on is described in our roadmap.
New in the 1.0 build is the 2026 scenario, which updates the starting world conditions to the modern day, and ingame text in five new languages: Czech, Italian, Korean, Russian, and Ukrainian. It also contains numerous bugfixes addressed since our last default build, RC13a.
Terra Invicta Community
As always, we encourage you to join our Discord — it’s the best way for players and devs to interact. We also post detailed patch notes there, as well as on our website, for those who want to track every update. We also have a community-run wiki where you can find information and get questions answered to help you along.But wherever you want to engage with the game, we want to hear your thoughts — whether on Discord, the Pavonis Interactive forums, Reddit, or the Steam forums.
https://store.steampowered.com/app/1176470/Terra_Invicta/
Check out the latest update here:
https://store.steampowered.com/news/app/1176470/view/518606175605884502
We've been hard at work preparing Terra Invicta for our upcoming release. This build contains many fixes for stability issues and other bugs, and a few performance improvements.
Many of these were caught thanks to reports from dedicated players on our Beta branches, so our thanks to them. We encourage you to join our Discord — it’s the best way for players and devs to interact. We also post detailed patch notes there and on our website.
This build should be compatible with all RC1 saves. It's also compatible with 0.4.90a and earlier 0.4 saves although we do recommend a new campaign.
Here's the list of important bugfixes and changes:
Stability
- fix crash when a councilor with a capture hab goal is assassinated and not cleared from the goal before goal data is checked
- fixed potential crash when typing in module name sort input field
- fixed an exploit where players could purchase orgs with the councilor augment panel open, then purchase augments that they could no longer afford after the org purchase. This exploit could also lead to a crash.
- fix a crash when hitting "transfer officers" button but no officer transfer is set up
- fix a crash when AI is sending a fleet to a deleted ad hoc orbit and thinking about bombardment
- fix a crash when trying to load two officers of the same type on a ship from a hab when that's illegal
- fix for TryReinforce crash on combat start due to _sendInPlayerReinforcements not being reset after prior combat
- Valid check to prevent crash encountered when AI considered a deleted fleet for refit
- SpaceCombatManager bugfix : Finish outstanding destruction processes before starting autoresolve from within combat.
- fixed crash in transfer planner when changing thrust profile after entering invalid parameters
- attempt fix for intermittent crash when dragging orgs
- Fixed a crash when earth models swap due to climate change but earth is not on screen.
- Fixed a crash when viewing the hab manager while a hab is destroyed
- Fix crash when checking conditions for "Diamonds in the Sky" event
- Added handling for simultaneous notifications directing you to manage a hab that is already destroyed, prevents a crash
- SimulatedCombat.TryShootDown() bugfix : after firing defensive weapon, if its out of ammo remove it from relevant lists of active weapons
- Bugfix: prevent ad-hoc orbits from being hyperbolic, and repair them on load if they are.
- SimulateCombat bugfix : NRE caused by starting autresolve with ships already destroyed, but without knowledge of who the killers were.
- Fix a crash in saves upgraded from 0.4.90a and earlier where the AA was awarded new regions during the upgrade that had no extant nation (like Bhutan or Brunei) and the AA was then overthrown. These regions will be properly awarded to some other nearby nation.
- Bugfix: Newly created fleets due to failing to abort from a doomed trajectory now receive their trajectory immediately on creation instead of afterward. This avoids the fleet briefly having no location, which caused an NRE.
- We now loop over fleets that are intercepting a just-transferred fleet by putting them in a list, instead of looping over them directly. This avoids breaking the iterator when fleets fail to find a new trajectory, need to abort, and some of their ships can't perform the abort maneuver and become new fleets.
- save repair adjustment to prevent crashes due to non-existent battery modules on ships that were present in pre-0.4.90 saves
- fixed startup crash when subscribed to workshop mods containing invalid characters
- Fix for crash when auto-updating workshop mods during startup that contain files created by and in use by Unity Mod Manager
- Fix crash in TICouncilorCondition_bInFactionOwnedNation when councilor is in space
- fixed rare crash when scrolling finder to a gamestate during the same frame the gamestate is destroyed
- safety code for reported crash when watching a bombardment fleet close up and it blows up the target
- safety code for new crashes reported in tooltips triggering
- safety check for unreproducible crash encountered in autopilot when AA absorbed Bangladesh
- Bug protection: we had a crash bug when calculating the time we'd be at a set mean anomaly in a hyperbolic trajectory, and produced an invalid time. This adds safeties to catch the error and repair it, and give far better error reporting. It doesn't fix the root problem, though.
- additional crash safety in ship detail screen
- safety code for unreproducible crash when calling up fleet screen from intel screen
- safety code for unreproducible crash when reinforcements are called in combat
- safety code for crash in fleets UI
Performance
- compressed save optimization - save is compressed in memory instead of first writing a json file before compressing to gz. This may help people with tight limits on the size of their save folder.
- Gated most national quarterly data trackers behind a config value (meaning it won't be tracked in saves unless you change the value). These do not appear in game and aren't used by any game functions, but were significantly bloating saves. Quarterly PCGDP data will still be used. This will debloat existing saves by deleting the old data, probably 20% reduction in save file size in a mature campaign.
- AIEvaluators.GetEstimatedTransferTime_days() optimization : reduced sampleSizeMultiplier in call to MasterTransferPlanner.RequestTrajectories()
- Optimizations of research selection AI
- don't trigger updates to data displays when clearing advising councilors if there were no advising councilors
- Adjusted earth day/night shader-related texture settings for decreased RAM usage and better detail preservation during compression
Other bugs
- fix weird outcome where aliens could detain a councilor in a failed assault on one of their habs
- Fixed an exploit where orgs could be moved via the org management screen in invalid ways after a trade has been completed with another faction
- fixed sherlock achievement from unlocking under incorrect conditions
- AIEvaluators.PassesBudgetingRules() : was not respecting AISavingTarget due to typo. This was causing some bad alien decisions in building mines versus fleets and founding habs.
- Fixed an issue where selecting entries beyond the 31st in the Ship Construction location filter would select earlier entries instead
- Running unrest in a secession candidate region in a 10-unrest nation will no longer reduce unrest to 9.9. Also critical success on unrest in a nation capital with 10 unrest will automatically trigger a revolution, and a regular success has a 10% chance of triggering a revolution.
- fix most of the issues with phantom tooltips and failed hover triggers over Earth regions
- fix an issue where being unable to swap a captain or admiral into a ship with max officers when it should otherwise be allowed
- fixed bug that could allow player to choose to research a tech that was already being researched
- fixed tech tree sometimes placing techs too far to the top making them difficult to view
- Fixed the Finder "Sort Arrows" interface panel blocking objects behind it (earth nations, space objects, etc.) when hidden, Also fixed some UI element spacing issues in the finder panel
- Bugfix / improvements to precombat DV pursuit bids. We now model the stern chase as the higher accel attacking fleet performing a brief burn to ensure the intercept, and the (lower accel) target spending the same DV over a much longer period of time trying to delay that intercept. (In the reverse situation, the higher accel defender would perform a brief dodge to avoid the intercept). This results in a higher max DV expenditure than before, especially at extreme differences in acceleration. That increase is due to an aphysicality in the old method, where we'd calculate the duration of the chase by assuming both ships ran their engines constantly (which resulted in a much shorter chase), and then only used the lower acceleration to calculate the DV expenditure (in this case, the fleets should spend radically different DV). The new system assumes the higher acceleration fleet uses only the minimum DV to force / avoid the combat. Change also to envelopment DV costs to match new model.
- Fix a bug/exploit where you could try to start a fleet repair job you couldn't afford. The operation would fail but the planned repairs were recorded anyway and would trigger (for free) the next time you resupplied or repaired those ships. Now, partial repairs with whatever available resources you have will happen instead.
- Fix a bug/exploit where cancelling an ISRU resupply would grant full propellant. It now grants partial propellant based on time passed since the start.
- Protect Target will now protect against Hostile Takeover and the alien equivalent. Removed nonfunctional protect target modifier from Stabilize mission.
- fixed autosave not triggering when an alliance prompt is created during mission phase start
- Fixed xeno labs and spy modules not providing correct detection bonuses, new since RC1
- Fixed an issue where assigning a Deorbit mission to a councilor would cause Earth geoscape region borders to visually disappear
- Fixed an issue where the earth region outlines would break when the earth model swaps due to climate change
- AssignIdleFleetsToGoals() bugfix : Resolved situation where fleets could get stuck in ad-hoc orbits. Previously, fleets required a resupply station to travel to in order to escape an ad-hoc orbit. Now they simply go to any reachable orbit with an allied hab (but they prefer resupply habs if available).
- Fix issues with AI treating weapons as nonfunctional during combat when they are only awaiting a recharge. This was causing AI to be too careful and disengage when it didn't need to.
- fix a bug in new intel-gain-on-councilor limits where being overenforced and reducing intel on councilors
- added code to prevent (against-the-rules and bugged) Marine assaults on the primary alien ||redacted|| as this can only be done by the councilor with the ||redacted||
- fix a case where repair and resupply wasn't fully resupplying ships with magazines
- fix AI not managing sub-25 max stats when figuring out orgs
- fixed some fire modes not always returning correct distance to target. This may have fed bad numbers to ECM calculations.
- reduced starting occupation of Ukrainian region to 58% to reflect scope of Russian advance in 2022
- AI_EvaluateTradeOffer() bugfix : intel exchange resulted inflated scores for certain other items.
- intel gained on councilor from passive detection while the councilor finishes a mission is capped at 75% (so not enough to reveal their status as a traitor). Intel gained on other councilors via intel-sharing or spies is also capped at .75. This is to address some weird gameplay outcomes making it too easy to discover traitors passively. The investigate councilor mission will generally be necessary to get full intelligence on loyalty and traitor status for both your own and other councilors.
- fixed some math issues causing long-range point defense to not target as far out as it could when the ship is moving
- Fixed an issue where ship maneuver DV readouts over waypoints in space combat would display in front of the camera when they were behind the camera
- deleting a subscribed mod from the in-game mod menu will now attempt to unsubscribe from it in Steam; fixed subscribed mod status not being handled correctly after certain interactions with the mod browser
- TISpaceShipState.GetDVConservingCombatAcceleration_mps2() bugfix : GetCombatRealismDVConsumptionFactor() was effectively assumed to be 1. This was causing the AI to be way too conservative with DV in cinematic combat mode.
- PlanMissions() bugfix : traitors, ashamed of their own actions, were trying to inspire themselves
- fix exotics project not being required for tartarus missile in all cases
- fix no hate for faction that turned your councilor
- Fix an issue with events that are supposed to stop the game clock not stopping the game clock if the event queue is overloaded
- Fixed an issue where the Space Combat Battle Log filter would show events of the wrong type
- Fixed an issue where space combat numeric waypoint handles would appear in front of the camera when they were actually behind the camera
- Bugfix - Stops us from trying to generate a microthrust spiral down to a moon during an interplanetary transfer when our final "orbit" around the planet (as we approach the moon) would be hyperbolic.
- Fix for Hardy Pioneers achievement unlocking under incorrect conditions
- Fixed an issue where Interface Tutorial tips and highlighting could be incorrectly positioned on non 16:9 aspect ratios
- fixed councilor panel stat labels not displaying properly on some fonts
- fixed unlocalized text in small councilor panels
- added text feedback on mission icon hover when you can't afford the mission
AI/Gameplay/Balance
- GetBestOperation() : Alien fleets in the home base system capable of spontaneous attacks now must attack any enemy fleets present
- ManageFleets() : added code to reinforce primary hab if its in danger.
- increased alien particle weapon ranges to match humans'
- Nova Liquid Rocket, reduced EV from 5.6 to 5.3
- Mass Driver, reduced specific power 50 to 35, increased thrust to 12000
- Superconducting Mass Driver, increased Thrust from 20000 to 28000, reduced EV from 30 to 22, reduced thrustCap from 20 to 15
- Power Plants: Tried to improve some fusion plant lines through crew, specific power and exotics rebalance, and amat costs for amat gas/plasma core
- Increased RP cost for Improved and Advanced Interplanetary Rockets projects, reduced for Neutronium Microfission Drive
- added space funding values to 2070 scenario
- Ships in autoresolve will now use guardian mode.
- AI will now use guardian-capable nose weapons offensively if no projectiles are within 300 km (and some other conditions).
- FactionGoal_FoundHab : aliens no longer cancel colonizations that are already underway just because an human fleet is transferring to the target system
- made killing xenofauna via bombardment a little easier by capping the penalty-for-dispersion-due-to-being-mostly-destroyed on those critters
- lower some drive RP costs
- lower public campaign preferences for AI
- AICouncilorMissionPlanner.PlanMissions() : Added code to deal with known traitors. This new section assesses whether inspiring the traitor is worthwhile and if so, assigns an available inspire councilor.
Terra Invicta Community
As always, we encourage you to join our Discord — it’s the best way for players and devs to interact. We also post detailed patch notes there, as well as on our website, for those who want to track every update.But wherever you want to engage with the game, we want to hear your thoughts — whether on Discord, the Pavonis Interactive forums, Reddit, or the Steam forums.
Today, our final major update for Terra Invicta arrives before we leave Early Access! It's been quite a journey since we started making the game in late 2017, ran the Kickstarter in 2020, and made it available to the public three years ago.
Steam Reviews: Your Feedback Matters
Whether you've been playing since the early days or just started your first campaign, thanks for joining us for the ride! Feedback from our players has been invaluable, and many of the features and changes in this build reflect what you all have communicated to us.If this update gets you back into your campaign or you’ve been enjoying how the game has grown over Early Access, a Steam review is a huge help. It lets us know how things are going on your end and supports the continued development of Terra Invicta as we head toward 1.0.
Key Features
- More than 50 new regions on Earth, along with new nations, breakaways, and formables, along with new mechanics for region annexation and federations. We also updated Earth's boost values for the 2022 scenario to match Earth's actual launch capabilities during that year.
- The "2070" scenario, in which interplanetary travel has been achieved and all factions start with some space assets already built. Many nations on Earth are consolidated into regional powers with the intent to create greater balance between their stats and initial capabilities, so there are lots of strategies on Earth and in space to explore.
- A "realistic" combat mode in which ships are closer to their actual size and propellant consumption at high acceleration increases dramatically. The older mode is still available and now called "cinematic" combat so you can play how you like!
- New hab modules, including solar mirrors to support solar power on surface habs on Mars, asteroids, and Jupiter, spy modules to give bonuses to the oppression priority and detecting enemy councilors on Earth, and climate modules that give bonuses to the environment priority.
- A bunch of new events, including "Peace Dividend," where nations without rivals can trade military capability for economic benefits; "Officer's Insight," where a high-ranking ship officer can propose faction-wide improvements, and "Apophis Passage," where the passing of this near-Earth asteroid in 2029 offers the opportunity to mount an expedition for scientific advancements.
- Some new projects, including three faction-specific projects for each faction, as well as some that improve Earth-based research. Also consolidated many national independence projects.
- An updated tutorial!
- UI updates galore, including a new org manager to manage your councilors' orgs all in one place.
- Smarter AI on Earth and in space.
- Performance improvements, bugfixes, and balance changes across the board. Buffs to particle weapons, hybrid and exotic armor, and earlier access to plasma weapons. Most ship hulls gained a utility slot as batteries became a completely optional module.
- 10 new achievements! We'll let you discover what they are.
Looking Ahead to 1.0
For 1.0, we'll be adding a 2026 scenario with the world situation updated to the present day. We'll also be adding five new languages: Czech, Italian, Korean, Russian, and Ukrainian.Community & Patch Notes
As always, we encourage you to join our Discord — it’s the best way for players and devs to interact. We also post detailed patch notes there, as well as on our website, for those who want to track every update.But wherever you want to engage with the game, we want to hear your thoughts — whether on Discord, the Pavonis Interactive forums, Reddit, or the Steam forums.
Save Compatibility
We strongly recommend a new campaign with this build. The prior build, 0.4.90a, will remain available on Steam to roll back to. That said, your existing campaigns from earlier 0.4 builds should load correctly and otherwise be technically compatible with this update, but you'll see lots of changes that will affect your campaign situation.In Closing
We'll have a few more adjustments for 1.0, and this isn't the end of the line for development, so stay tuned!Build 0.4.90a addresses a critical security issue reported by Unity (Terra Invicta's game engine) earlier today.
Details: https://www.cve.org/CVERecord?id=CVE-2025-59489 All rollback builds have this issue, so we've taken them permanently offline. We are in the process of updating builds from other game platforms as well.
Update: The fix is also implemented in build 0.4.102 on our Beta/Validation/Experimental branches.
A mid-size update today. The main focus of this patch is to adjust the game's alien AI and difficulty in response to feedback we've received. The lower difficulty settings should see the aliens less in a rush to ramp up their fleet presence at Earth, and more willing to call off retaliatory strikes, which should give the humans a little more breathing room in the early years of the conflict.
Steam Reviews: Your Feedback Matters
We've been reading through all of your Steam reviews, crushing bugs, and we appreciate all the feedback we've been getting. We'd love to continue seeing more of your thoughts. It helps us know what to focus on for each upcoming patch.This patch will not break existing saves.
A few other key changes:
- improve volatiles and water outputs from carbonaceous and icy small bodies (these changes require a new start)
- Added text search functionality to research archives and codex
- Point defense fire will now attempt to conserve ammo against targets with lots of defensive fire already directed at them unless they are very close to the target. This will primarily affect anti-missiles and should make them more viable defensive weapons.
- The Destroy Hab operation by a fleet now takes 15 minutes per tier per module on the hab, rather than being instantaneous. Also adjusted duration of assaults.
Full set of patch notes here:
Build 0.4.90 Notes
We're hard at work on the next major update, with new Earth regions and nations, hab modules, events, and UI updates for habs and orgs. We're hoping to get it on our experimental branch soon for players to test drive.
Current Release
21516170
Uploaded Feb 07, 2026
Update Required for Latest Version
The base game download is an older build.
To get the latest version, download both the Base Game + Update patch.
Terra Invicta update 1.0.25 - 1.0.28.exe
22 MB
Additional Files
Update Patches
1 file · Only if your local version is older
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
12.7 GB
21516170
558A8058
d0899a3e83098e7c53ed638a967f137a5280b8ac59fd8dac6cfbd0482a5553cf
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View AllDownload Terra Invicta for PC with a direct link or via torrent. Get the full version of Terra Invicta for free. Terra Invicta is a Simulation released by Pavonis Interactive.